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    Class NetworkSceneManager

    Main class for managing network scenes when EnableSceneManagement is enabled. Uses the SceneEventMessage message to communicate SceneEventData between the server and client(s)

    Inheritance
    object
    NetworkSceneManager
    Implements
    IDisposable
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Netcode
    Assembly: solution.dll
    Syntax
    public class NetworkSceneManager : IDisposable

    Fields

    Name Description
    PostSynchronizationSceneUnloading

    When enabled and ClientSynchronizationMode is Additive, any scenes not synchronized with the server will be unloaded unless VerifySceneBeforeUnloading returns true. This provides more granular control over which already loaded client-side scenes not synchronized with the server should be unloaded.

    VerifySceneBeforeLoading

    Delegate handler defined by NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler that is invoked before the server or client loads a scene during an active netcode game session.

    VerifySceneBeforeUnloading

    Client Side Only:
    Delegate handler defined by NetworkSceneManager.VerifySceneBeforeUnloadingDelegateHandler that is only invoked when the client is finished synchronizing and when ClientSynchronizationMode is set to Additive.

    Properties

    Name Description
    ActiveSceneSynchronizationEnabled

    When enabled, the server or host will synchronize clients with changes to the currently active scene

    ClientSynchronizationMode

    This setting changes how clients handle scene loading when initially synchronizing with the server.
    See: SetClientSynchronizationMode(LoadSceneMode)

    Methods

    Name Description
    DisableValidationWarnings(bool)

    When set to true, this will disable the console warnings about a scene being invalidated.

    Dispose()

    Handle NetworkSeneManager clean up

    LoadScene(string, LoadSceneMode)

    Server side: Loads the scene name in either additive or single loading mode. When applicable, the AsyncOperation is delivered within the SceneEvent via OnSceneEvent

    SetClientSynchronizationMode(LoadSceneMode)
    UnloadScene(Scene)

    Server Side: Unloads an additively loaded scene. If you want to unload a Single mode loaded scene load another Single scene. When applicable, the AsyncOperation is delivered within the SceneEvent via the OnSceneEvent

    Events

    Name Description
    OnLoad

    Invoked when a Load event is started by the server.
    Note: The server and connected client(s) will always receive this notification.
    *** Do not start new scene events within scene event notification callbacks.

    OnLoadComplete

    Invoked when a LoadComplete event is generated by a client or server.
    Note: The server receives this message from all clients (including itself). Each client receives their own notification sent to the server.
    *** Do not start new scene events within scene event notification callbacks.

    OnLoadEventCompleted

    Invoked when a LoadEventCompleted event is generated by the server. This event signifies the end of an existing Load event as it pertains to all clients connected when the event was started. This event signifies that all clients (and server) have finished the Load event.
    Note: this is useful to know when all clients have loaded the same scene (single or additive mode)
    *** Do not start new scene events within scene event notification callbacks.

    OnSceneEvent

    Subscribe to this event to receive all SceneEventType notifications.
    For more details review over SceneEvent and SceneEventType.
    Alternate Single Event Type Notification Registration Options
    To receive only a specific event type notification or a limited set of notifications you can alternately subscribe to each notification type individually via the following events:

    • OnLoad Invoked only when a Load event is being processed
    • OnUnload Invoked only when an Unload event is being processed
    • OnSynchronize Invoked only when a Synchronize event is being processed
    • OnLoadEventCompleted Invoked only when a LoadEventCompleted event is being processed
    • OnUnloadEventCompleted Invoked only when an UnloadEventCompleted event is being processed
    • OnLoadComplete Invoked only when a LoadComplete event is being processed
    • OnUnloadComplete Invoked only when an UnloadComplete event is being processed
    • OnSynchronizeComplete Invoked only when a SynchronizeComplete event is being processed
    Note: Do not start new scene events within NetworkSceneManager scene event notification callbacks.
    OnSynchronize

    Invoked when a Synchronize event is started by the server after a client is approved for connection in order to synchronize the client with the currently loaded scenes and NetworkObjects. This event signifies the beginning of the synchronization event.
    Note: The server and connected client(s) will always receive this notification. This event is generated on a per newly connected and approved client basis.
    *** Do not start new scene events within scene event notification callbacks.

    OnSynchronizeComplete

    Invoked when a SynchronizeComplete event is generated by a client.
    Note: The server receives this message from the client, but will never generate this event for itself. Each client receives their own notification sent to the server. This is useful to know that a client has completed the entire connection sequence, loaded all scenes, and synchronized all NetworkObjects. *** Do not start new scene events within scene event notification callbacks.

    OnUnload

    Invoked when a Unload event is started by the server.
    Note: The server and connected client(s) will always receive this notification.
    *** Do not start new scene events within scene event notification callbacks.

    OnUnloadComplete

    Invoked when a UnloadComplete event is generated by a client or server.
    Note: The server receives this message from all clients (including itself). Each client receives their own notification sent to the server.
    *** Do not start new scene events within scene event notification callbacks.

    OnUnloadEventCompleted

    Invoked when a UnloadEventCompleted event is generated by the server. This event signifies the end of an existing Unload event as it pertains to all clients connected when the event was started. This event signifies that all clients (and server) have finished the Unload event.
    Note: this is useful to know when all clients have unloaded a specific scene. The LoadSceneMode will always be Additive for this event.
    *** Do not start new scene events within scene event notification callbacks.

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